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Ragedman
The Phoenix Enclave
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Posted - 2009.12.26 05:12:00 -
[1]
Edited by: Ragedman on 26/12/2009 05:16:39 Edited by: Ragedman on 26/12/2009 05:15:22 Black Ops have only two special modules, that are rarely used anyways in most circumstances. But the one nice trick ups its sleeve is not targeting delay after decloaking. Here are a few ideas (all of which don't have to go all together), to make Black Ops ships better.
- Blacks Ops are really short on PG, even 2k more PG would make a huge diffirence. 4k would be nice. - They really can't jump that far: 2 LY base, 4.low LY max. Give them the range of at least Dreads so they can tag along and covert jb in support (or something along this idea). - Remote cloaking devices. Since Black Ops modules don't work in empire neither will these. They would take like 1k PG and the insane CPU amount with the % reduction with Black ops level. Effective out to 10 km and no targeting delay after uncloaking buddies. - Remove the scan resolution from cloaks. This ship is meant for a cloak yet it has no bonues to remove the negative effect of cloaks.
These ideas are farther out there.
- Null sec bubble generator. Can create an interdiction bubble with larger range than HICs. Maybe 40km at max skill (to cover those region stargates). Think T2 bubble generators. - Cyno disruptor/offliner. Fitted modules that destroys active cynos from ships. With several Black Ops working together (10+ or likely more) they can turn offline cyno jammers in systems. But they can be immediatly onlined (with the online time of course) once put offline. - Jump Bridge disruptor. Agian like they cyno only this module works againts Titan JB's only. Titan simply could not active its JB module. - WH optimizer. Can either jump people out of WH w/o use of the hole or people into the WH w/o use of the hole. Needs more brain storming though. Imagine the WH yar!
Then there is the idea of giving them warp cloak. If made too powerful this would not work with the result of whining and carebear tears. And vice versa if not (like now).
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Laurew
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Posted - 2009.12.26 06:07:00 -
[2]
How to fix a black ops: Covert ops cloak
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Geldar Wroontik
Gallente Galactic System Lords Alliance
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Posted - 2009.12.26 07:23:00 -
[3]
Originally by: Laurew How to fix a black ops: Covert ops cloak
This has my support. Why Recons, Covops, Stealth Bombers, Blockade Runners and Strategic Cruisers can all warp cloaked and Black Ops cannot is beyond me.
----- Blasters: enough Ammunition: plenty Bubblegum: none |
Fulbert
Gallente
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Posted - 2009.12.26 09:31:00 -
[4]
Originally by: Geldar Wroontik
Originally by: Laurew How to fix a black ops: Covert ops cloak
This has my support. Why Recons, Covops, Stealth Bombers, Blockade Runners and Strategic Cruisers can all warp cloaked and Black Ops cannot is beyond me.
Agree. And BO are actually less powerful than T1 ships for combat; nobody should use them to ambush people.
+1 for Covert Ops Cloaking Device! -------------------------------- Fulbert. Miner - Industrialist |
Fulbert
Gallente
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Posted - 2009.12.26 16:40:00 -
[5]
Edited by: Fulbert on 26/12/2009 16:46:33 Well, another idea : the Mobile Covert Cynosural Generator Array
That's basically an anchorable module like mobile warp disruptors, which creates a covert cyno for any Black Ops of the owning alliance. It should allow rapid relocation of Black Ops and their covert ops cloaked fleets.
1) Skill requirement : Anchoring V, Cynosural Field Theory V 2) Price : 20 mil 3) Anchor time : 5 minutes 4) Very low signature radius (cannot be probed easily) 5) Volume : 1500m3. Black Ops cannot hold it in their cargo, people will need a Blockade Runner to transport it. 6) Fuel consumption : the module consume 5 units of liquid ozone per minute, 300 per hour, with a 120m3 fuel bay. So the module would run one hour and go offline, if nobody refuels it. 7) Cannot be anchored near a POS. It's a tactical module, not a static sov. infrastructure 8) Cannot be anchored in high sec space, obviously. 9) CAN be anchored in cyno-jammed systems -------------------------------- Fulbert. Miner - Industrialist |
Ragedman
The Phoenix Enclave
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Posted - 2009.12.27 04:20:00 -
[6]
Warp cloak is the most needed upgrade for Black Ops. How I think the WH jumper should work requireing cyno 5 and jump drive cali 5. Then there could be another skill seeded for the market or just a module for the Black Ops. Not sure if Black Ops would be able to jump in non cov ops ships, but probly not. Would not require a cyno on both sides being as best Yar! Whs are found in high sec. Agian amount of fuel used would be based on size of ships jumped.
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Ragedman
The Phoenix Enclave
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Posted - 2009.12.30 19:05:00 -
[7]
Posting for BO reform!
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Marcus Septer
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Posted - 2009.12.31 21:25:00 -
[8]
YES we need to be able to WARP CLOAKED!!! and YES it needs be able to jump farther than it currently can, at least the distance of a dread if not more than a carrier.
For the ships size it should excel at covering space with jump drives or FTL systems.
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mchief117
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Posted - 2010.01.02 00:07:00 -
[9]
you know considering there called "black ops" you would think that they would be more maneuverable. atm the black ops is rarely even seen let alone used.
being able to fly a black ops take a ton of training and should be rewarded
being able to fly cloaked for one is needed. i personally think that the black ops and its ability's should have range more than that of any other , its job is to plant forces in a area that regular troops cant get to |
Meeko Atari
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Posted - 2010.01.02 01:16:00 -
[10]
+1 for the covert ops cloak and Black Ops reform !
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King Rothgar
Imperial Slave Hunter Society
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Posted - 2010.01.02 01:37:00 -
[11]
I've recently started tinkering with the redeemer and must agree, it's capabilities are underwhelming. The cool thing about it is the ability to jump around like a carrier. Combined with the cov cyno on my alt, you can really move around low sec in a semi-sneaky manner. The trouble is, once there, you can't really do anything. The Black ops don't need anything fancy IMHO, they just need better combat capability. Since I'm only familiar with the redeemer, I'll start there. Give it +100 cpu, +4k base armor and hull, give it hac resists and a 7th turret like the standard geddon. Also, doubling the jump range would be very welcome. Even in my low sec roaming the range is very limiting. But that's secondary, it must be a viable pvp BS first and atm, it just isn't. As it stands, in a 1v1 armageddon vs redeemer fight, I'd put my isk on the armageddon. It shouldn't be that way.
In regards to the cov ops cloak, I don't think that's necessary. The speed bonus with normal cloaks is very cool but it needs to be increased. Rather than +125% speed per level, make it 200%. This is something that was played with when they were retooling the stealth bomber, I liked the speed bonus better and think a cloaked speed bonus on the black ops is also preferable to a cov ops cloak. This is especially true since it can use a jump drive instead of gates. Either way I think the cloak is a secondary concern, my main concern is the core combat capability. -----------------------------------------------------
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Cedims
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Posted - 2010.01.02 15:40:00 -
[12]
Edited by: Cedims on 02/01/2010 15:40:46
Originally by: Laurew How to fix a black ops: Covert ops cloak
I can't but agree! It really does not make any sense NOT being able to fit a COC on a "Black Ops". I mean, the name of the ship class implies (I thought for the longest time, while green) that it should be able to. It is after all, the natural extension of the CovOps branch, or is it not?
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